Unreal Development Kit Game Design Cookbook

Unreal Development Kit Game Design Cookbook

Language: English

Pages: 544

ISBN: 1849691800

Format: PDF / Kindle (mobi) / ePub

Written in cookbook style, this book offers many recipes to learn game design with UDK. Each recipe contains step-by-step instructions followed by analysis of what was done in each task and other useful information. The book is designed so that you can read it chapter by chapter, or you can look at the list of recipes and refer to them in no particular order. This book is meant for game artists who are getting used to UDK but may feel the need for guidance on matters of implementation. It also targets brave beginners who are struggling to find an all in one package for getting started with UDK, and want a ready to hand reference. Level designers can use this book to gauge their understanding of the editor, check for specific problems, and discover gems they may not have come across before.

search filter panel there are some small icons that are really useful for those often using the Content Browser (which is everyone really). Two left and right triangle arrows [ ] allow us to browse using a kind of history of filter and search settings. There is also a Refresh button (Ctrl + F5) [ ] alongside these which can ensure your search shows everything current. On the right-hand side of these buttons are three square icon [ ] that allow control of the Browser window itself. You can

right-click on the asset in the Browser and choose Find Package. 9. For convenience, you can also right-click on the asset and choose Copy Full Name to Clipboard. This allows you to paste its name into search strings or assign it to property channels where needed. I 10. Look to the left, in the Packages list, and see how the package displaying is UDKGame/Content/Environments/Foliage/FoliageDemo/Mesh. This indicates the folder structure for the package FoliageDemo. The current model is

64. 2. Click on the tick box for Hollow. If for some reason you can't find your brush in the scene click the Go To Builder Brush icon on the left-hand side of the editor. 3. Press CSG Add [ ] or Ctrl + A. 4. Turn on Unlit mode (so you can see inside the hollow box) by pressing Alt + 3. 5. Drive the camera inside the geometry. 6. Hold down L and click on a surface inside the box. Drag the resulting light up a bit, so it lights the scene well. Turn on Lit mode by pressing Alt + 4. Placing

that allow you to control the StaticMesh assets used. The first icon is Hide Details [ ], which deselects and effectively disables the mesh from being brushed to the Landscape. The next screenshot shows one of the layers grayed out. The second icon is Show Paint Settings [ ], which exposes values for controlling scale and density. Highlight an available mesh and set a Scale Min value of 1 and a Max value of 5 (though a good value depends on the actual size of the mesh used). The third icon is

not the one you copied and adjusted to include Morph Node Names referenced in the code. So in the DefaultProperties part of the code replace the line AnimTreeTemplate=AnimTree'Packt.Anims.Packt_CharTreeLookAt' with AnimTreeTemplate=AnimTree'Yourfolder.Anims.MyCharTreeMorph', being careful to match the asset name of the AnimTree you edited in UDK before. 155 www.it-ebooks.info It Lives! 9. Save the new class, and compile the changes by restarting UDK. Sparing typos, you should be able to